I think the capes move way too much, they need to be heavier.. but considering it took them very little time to make and henrik can do them himself, I don't think they are too bad They can always remake them when (and if) they get artist working on MO

I think the capes move way too much, they need to be heavier.. but considering it took them very little time to make and henrik can do them himself, I don't think they are too bad They can always remake them when (and if) they get artist working on MO

Hey! I am an artist as well Thats how I started out.
Yeah well I can directly see what should be changed on them, but sadly as I said before we dont have much option with the current system we are using, to keep as much performance as possible. If we used Apex, they would look better, act more as a cape would in real life, but we cant use that now. We can do minor changes on the cape as it is now, but I wouldnt expect huge differences until we change the physic system. It really comes down to the physics calculation now, nothing I can change or animate or tweak to change how that looks, other than play around further within Unreal Engines physic engine, which I have pretty much done for some days to really master their functions, and this is so far the best results. This is also why you dont see much cloth in unreal engines games before apex. there could be a banner or to, and on gears of wars main char which means 1 cloth thing between the legs of the hero, they are using the same tech as we are, but could give it a bit more detail in how it can bend etc due to there is only 1 in the entire game. We have to count for every player in the world could very well run around with one. But yeah, like you said, it isnt a major one and we dont need to spend to much time into this one for now. Later on perhaps we can use apex or something else more fancier, as long as performance can be kept, thats prio one.

Shortly there should be a few diff types of capes so there should be one type for each preferd style.

Hey! I am an artist as well Thats how I started out.
Yeah well I can directly see what should be changed on them, but sadly as I said before we dont have much option with the current system we are using, to keep as much performance as possible. If we used Apex, they would look better, act more as a cape would in real life, but we cant use that now. We can do minor changes on the cape as it is now, but I wouldnt expect huge differences until we change the physic system. It really comes down to the physics calculation now, nothing I can change or animate or tweak to change how that looks, other than play around further within Unreal Engines physic engine, which I have pretty much done for some days to really master their functions, and this is so far the best results. This is also why you dont see much cloth in unreal engines games before apex. there could be a banner or to, and on gears of wars main char which means 1 cloth thing between the legs of the hero, they are using the same tech as we are, but could give it a bit more detail in how it can bend etc due to there is only 1 in the entire game. We have to count for every player in the world could very well run around with one. But yeah, like you said, it isnt a major one and we dont need to spend to much time into this one for now. Later on perhaps we can use apex or something else more fancier, as long as performance can be kept, thats prio one.

Shortly there should be a few diff types of capes so there should be one type for each preferd style.

Now that we are talking about artists, how about we get a donation goal for new animations or you start adding new animations to players Mob animations are ok but player animations need work imo (mainly combat animations, running and walking is fine)